Vileblooded: While attuned to, and wearing this ring, the wearer has advantage on saving throws against the poisoned condition, as well as resistance to poison damage. Additionally, the attuned may hold their breath for a number of minutes equal to 10 x their constitution modifier (minimum 10 minutes).
This ring has 3 charges. While wearing the ring, the wearer can use an action to expend 1 of its charges to use one of the following features:
- 1 charge: Cast the spell Stinking Cloud (save DC 14).
- 2 charges: One slashing or piercing weapon, or one arrow or crossbow bolt of the wearers choice drips with poison. The next creature the wearer successfully hits with the chosen weapon, or ammunition takes an additional 2d8 poison damage.
- 3 charges: The wearer may use the vile blood coursing through their veins to create the effects of the spell Cloudkill (save DC 14) centered on their own location. To do so, the wearer must roll two of their hit dice, and take damage equal to the result, plus 2 times their constitution modifier. The wearer of this ring is immune to the damage from this effect.
Arcane Malignance: The magic that fuels this toxic ring flows from the living essence of the wearer. Each day, at sunset, the ring regains all expended charges if the attuned sacrifices a portion of their own fortitude, and chooses to become vulnerable to a damage type of their choice (with the exception of poison). This vulnerability lasts for 24 hours.
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